// This file is part of libigl, a simple c++ geometry processing library. // // Copyright (C) 2013 Alec Jacobson // // This Source Code Form is subject to the terms of the Mozilla Public License // v. 2.0. If a copy of the MPL was not distributed with this file, You can // obtain one at http://mozilla.org/MPL/2.0/. #ifndef IGL_OPENGL2_DRAW_MESH_H #define IGL_OPENGL2_DRAW_MESH_H #include "../igl_inline.h" #include "gl.h" #include namespace igl { namespace opengl2 { // Draw ../opengl/OpenGL_ commands needed to display a mesh with normals // // Inputs: // V #V by 3 eigen Matrix of mesh vertex 3D positions // F #F by 3|4 eigen Matrix of face (triangle/quad) indices // N #V|#F by 3 eigen Matrix of 3D normals IGL_INLINE void draw_mesh( const Eigen::MatrixXd & V, const Eigen::MatrixXi & F, const Eigen::MatrixXd & N); // Draw ../opengl/OpenGL_ commands needed to display a mesh with normals and per-vertex // colors // // Inputs: // V #V by 3 eigen Matrix of mesh vertex 3D positions // F #F by 3|4 eigen Matrix of face (triangle/quad) indices // N #V|#F by 3 eigen Matrix of 3D normals // C #V|#F|1 by 3 eigen Matrix of RGB colors IGL_INLINE void draw_mesh( const Eigen::MatrixXd & V, const Eigen::MatrixXi & F, const Eigen::MatrixXd & N, const Eigen::MatrixXd & C); // Inputs: // V #V by 3 eigen Matrix of mesh vertex 3D positions // F #F by 3|4 eigen Matrix of face (triangle/quad) indices // N #V|#F by 3 eigen Matrix of 3D normals // C #V|#F|1 by 3 eigen Matrix of RGB colors // TC #V|#F|1 by 3 eigen Matrix of Texture Coordinates IGL_INLINE void draw_mesh( const Eigen::MatrixXd & V, const Eigen::MatrixXi & F, const Eigen::MatrixXd & N, const Eigen::MatrixXd & C, const Eigen::MatrixXd & TC); // Draw ../opengl/OpenGL_ commands needed to display a mesh with normals, per-vertex // colors and LBS weights // // Inputs: // V #V by 3 eigen Matrix of mesh vertex 3D positions // F #F by 3|4 eigen Matrix of face (triangle/quad) indices // N #V by 3 eigen Matrix of mesh vertex 3D normals // C #V by 3 eigen Matrix of mesh vertex RGB colors // TC #V by 3 eigen Matrix of mesh vertex UC coorindates between 0 and 1 // W #V by #H eigen Matrix of per mesh vertex, per handle weights // W_index Specifies the index of the "weight" vertex attribute: see // glBindAttribLocation, if W_index is 0 then weights are ignored // WI #V by #H eigen Matrix of per mesh vertex, per handle weight ids // WI_index Specifies the index of the "weight" vertex attribute: see // glBindAttribLocation, if WI_index is 0 then weight indices are ignored IGL_INLINE void draw_mesh( const Eigen::MatrixXd & V, const Eigen::MatrixXi & F, const Eigen::MatrixXd & N, const Eigen::MatrixXd & C, const Eigen::MatrixXd & TC, const Eigen::MatrixXd & W, const GLuint W_index, const Eigen::MatrixXi & WI, const GLuint WI_index); // Draw ../opengl/OpenGL_ commands needed to display a mesh with normals, per-vertex // colors and LBS weights // // Inputs: // V #V by 3 eigen Matrix of mesh vertex 3D positions // F #F by 3|4 eigen Matrix of face (triangle/quad) indices // N #V by 3 eigen Matrix of mesh vertex 3D normals // NF #F by 3 eigen Matrix of face (triangle/quad) normal indices, <0 // means no normal // C #V by 3 eigen Matrix of mesh vertex RGB colors // TC #V by 3 eigen Matrix of mesh vertex UC coorindates between 0 and 1 // TF #F by 3 eigen Matrix of face (triangle/quad) texture indices, <0 // means no texture // W #V by #H eigen Matrix of per mesh vertex, per handle weights // W_index Specifies the index of the "weight" vertex attribute: see // glBindAttribLocation, if W_index is 0 then weights are ignored // WI #V by #H eigen Matrix of per mesh vertex, per handle weight ids // WI_index Specifies the index of the "weight" vertex attribute: see // glBindAttribLocation, if WI_index is 0 then weight indices are ignored IGL_INLINE void draw_mesh( const Eigen::MatrixXd & V, const Eigen::MatrixXi & F, const Eigen::MatrixXd & N, const Eigen::MatrixXi & NF, const Eigen::MatrixXd & C, const Eigen::MatrixXd & TC, const Eigen::MatrixXi & TF, const Eigen::MatrixXd & W, const GLuint W_index, const Eigen::MatrixXi & WI, const GLuint WI_index); } } #ifndef IGL_STATIC_LIBRARY # include "draw_mesh.cpp" #endif #endif